using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace Unibot
{
    enum CameraPostion
    {
        Center = 0,         //the camera is centered on the player
        CenterToFast = 1,   //transition pace
        Fast = 1,           //the camera is pointing a little bit infront of the player
        FastToReallyFast,   //transition pace
        ReallyFast = 2,     //the camera is pointing way ahead of the player
    }

    class Camera 
    {
        //Vector2 position;

        //public Camera(Player p)
        //{
        //    position = new Vector2(p.getBounds().X,p.getBounds().Y);
        //}

        //public void Update(Player p)
        //{
        //    //TODO add code depending on the speed
        //    position = new Vector2(p.getBounds().X, p.getBounds().Y);
        //}

        //public Rectangle getOnScreen()
        //{
        //    int x = (int)position.X - Constants.FixedDrawingWidth / 2;
        //    int y = (int)position.Y - Constants.FixedDrawingHeight / 2;
        //    int width = Constants.FixedDrawingWidth;
        //    int height = Constants.FixedDrawingHeight;
        //    Rectangle screen = new Rectangle(x,y,width,height);
        //    return screen;
        //}

        //public Matrix getCameraTransformationMatrix()
        //{
        //    //matrix shift drawing to the position of the camera 'centered'
        //    Vector3 trans = new Vector3(position,0);
        //    trans.X = -trans.X + Constants.FixedDrawingWidth / 2;
        //    trans.Y = -trans.Y + Constants.FixedDrawingHeight / 2;
        //    Matrix transform = Matrix.CreateTranslation(trans);
        //    return transform;
        //}
    }
}
